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Chapter 03a 5e

The document discusses conceptualizing interaction design. It emphasizes the importance of scrutinizing assumptions and claims when coming up with new designs. Designers should write down their assumptions and try to defend them by articulating how the proposed design will provide benefits. Assumptions that are difficult to support may highlight unrealistic ideas. Conceptual models provide a framework for analyzing problems and orienting design teams. Interface metaphors can help users understand unfamiliar concepts by leveraging familiar knowledge, but they also have limitations.

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Muhammad Bilal
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0% found this document useful (0 votes)
33 views22 pages

Chapter 03a 5e

The document discusses conceptualizing interaction design. It emphasizes the importance of scrutinizing assumptions and claims when coming up with new designs. Designers should write down their assumptions and try to defend them by articulating how the proposed design will provide benefits. Assumptions that are difficult to support may highlight unrealistic ideas. Conceptual models provide a framework for analyzing problems and orienting design teams. Interface metaphors can help users understand unfamiliar concepts by leveraging familiar knowledge, but they also have limitations.

Uploaded by

Muhammad Bilal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter 3

CONCEPTUALIZING
INTERACTION DESIGN?
Conceptualizing design
• Proof of concept
– conceptualize what the proposed product will do
• Why the need to conceptualizing design?
• to scrutinize unclear ideas and assumptions about the
benefits of the proposed product in terms of their
feasibility
• how realistic is it to develop?
• how desirable and useful?

www.id-book.com
Assumptions and claims
• Write down your assumptions and claims
when coming up with a new design
• Try to defend and support them by what they
will provide
• Those that are difficult to articulate
– can highlight what ideas are ambiguous or
unrealistic
– identify human activities and interactivities that
are problematic
• Iteratively work out how the design ideas
might be improved

www.id-book.com
What is an assumption?
• Taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while driving

http://www.ibiblio.org/jlillie/cooltown/lillie.htm

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What is a claim?

• Stating something to be true when it is still


open to question
– e.g. “a multimodal style of interaction for
controlling GPS — one that involves speaking
while driving — is safe”

www.id-book.com
Activity: How will enabling robot waiters to speak
to customers enhance their experience?

Source: Xinhua/Guo Cheng, www.xinhuanet.com/english/2015-12/23/c_134945262.htm


www.id-book.com
What is the problem being
addressed?
• The benefits:
– the robot could take orders and entertain
customers by having a conversation with them
– could make recommendations for different
customers, such as restless children or busy
eaters
• But just assumptions
• The real problem being addressed:
“It is difficult to recruit good wait staff who provide
the level of customer service to which we have
become accustomed.”

www.id-book.com
Working through assumptions
• Many unknowns need to be considered in
the initial stages of a design project
– where do your ideas come from?
– What sources of inspiration were used?
– Is there any theory or research that can be
used to inform them?
• During the early ideation process
– ask questions, reconsider assumptions, and
articulate concerns

www.id-book.com
A framework for analysing the
problem space
• Are there problems with an existing product or
user experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas
might overcome these?
• If you are designing for a new user experience
how do you think your proposed design ideas
support, change, or extend current ways of doing
things?

www.id-book.com
Activity
• What were the assumptions and claims made
about watching 3D TV?

Figure 3.2 A family watching 3D TV


Source: Andrey Popov/Shutterstock.com
www.id-book.com
Assumptions and claims: how realistic?

• There was no existing problem to overcome


– what was being proposed was a new way of
experiencing TV
• An assumption
– People would really enjoy the enhanced clarity
and color detail provided by 3D
• A claim
– People would not mind paying a lot more for a
new 3D-enabled TV screen because of the new
experience

www.id-book.com
Benefits of conceptualising

• Orientation
– enables design teams to ask specific questions about
how the conceptual model will be understood
• Open-minded
– prevents design teams from becoming narrowly
focused early on
• Common ground
– allows design teams to establish a set of commonly
agreed terms

www.id-book.com
From problem space to design space

• Having a good understanding of the


problem space can help inform the design
space
– e.g. what kind of interface, behavior, functionality to
provide

• But before deciding upon these it is


important to develop a conceptual model

www.id-book.com
Conceptual model
• A conceptual model is:
“…a high-level description of how a system is organized
and operates” (Johnson and Henderson, 2002, p26)

• Enables
“…designers to straighten out their thinking before they
start laying out their widgets”
(Johnson and Henderson, 2002, p28)

• Provides a working strategy and framework


of general concepts and their interrelations

www.id-book.com
Components
• Metaphors and analogies
– understand what a product is for and how to use it for
an activity

• Concepts that people are exposed to


through the product
– task–domain objects, their attributes, and operations
(e.g. saving, revisiting, organizing)

• Relationship and mappings between these


concepts

www.id-book.com
First steps in formulating a
conceptual model
• What will the users be doing when carrying out
their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be
appropriate?
• What kinds of interaction modes and styles to
use?
- always keep in mind when making design decisions how
the user will understand the underlying conceptual model

www.id-book.com
Conceptual models

• Many kinds and ways of classifying them


• The best conceptual models are often
those that appear
– obvious and simple
– the operations they support are intuitive to
use

www.id-book.com
Interface metaphors
• Interface designed to be similar to a physical
entity but also has own properties
– e.g. desktop metaphor, web portals
• Can be based on activity, object or a
combination of both
• Exploit user’s familiar knowledge, helping them
to understand ‘the unfamiliar’
• Invokes the spirit of the unfamiliar activity,
enabling users to leverage this to understand
more aspects of the unfamiliar functionality

www.id-book.com
Examples of interface metaphors
• Conceptualizing what users are doing,
– e.g. surfing the web
• A conceptual model instantiated at the
interface,
– e.g. the desktop metaphor
• Visualizing an operation,
• e.g. an icon of a shopping cart for placing
items into

www.id-book.com
The card metaphor
• The card is a very popular UI
• Why?: Has familiar form factor
• Can easily be flicked through,
sorted, and themed
• Can structure content into
meaningful chunks
– similar to how paragraphs are used
to chunk a set of related sentences
into distinct sections
• Material properties giving
appearance of surface of paper
Figure 3.5 Google Now card for restaurant recommendation in Germany
Source: Johannes Shonning: [email protected].
www.id-book.com
Benefits of interface metaphors
• Makes learning new systems easier
• Helps users understand the underlying
conceptual model
• Can be very innovative and enable the
empire of computers and their applications
to be made more accessible to a greater
diversity of users

www.id-book.com
Problems with interface metaphors
• Break conventional and cultural rules
– e.g. recycle bin placed on desktop
• Can constrain designers in the way they conceptualize a
problem space
• Conflict with design principles
• Forces users to only understand the system in terms of
the metaphor
• Designers can unconsciously use bad existing designs
and transfer the bad parts over
• Limits designers’ imagination in coming up with new
conceptual models
www.id-book.com

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